How Do U Play Mancala On Game Pigeon

Visit the post for more. Gamepigeon By Vitalii Zlotskii Ios United States Searchman Mancala gamepigeon ios 10 imessage cheat how to win every time basic strategy for mancala game pigeon knockout mode w dante you how to play mancala on iphone 2020 avalanche mode remember. Empty your rightmost hole already early in the game as this is directly next to your mancala zone. Whenever you pick up a single stone from that hole as your move, you will score a point and get another move. Your next move should be to drop stones into your mancala for another free point and then move again. Look ahead and watch your back.

  1. How Do You Capture In Mancala On Game Pigeon
  2. How Do You Play Mancala On Game Pigeon
  3. How Do You Play Mancala On Game Pigeon

Rules to Mancala

The word Mancala refers to a group of games that come from Africa, so talking about Mancala games is the same as talking about domino games or card games. The game is played on a board and it most commonly known in the UK as Mancala, Oware, Aware, Ware, Wari or the misspelt Worry. The most common mancala board is two rank, with two rows of six holes and two store pits on either side. There are variations to this board, you can have more holes on either side or more rows, to create four rank mancala boards.There are rules and instructions for a few different games below.

R.C Bell, in Board and Table Games from Many Civilisations describes how Awari has traditional spiritual significance. It is played in a house of mourning to amuse the spirit of the dead before it is buried. It is very unlucky to play the game at night as the spirits will want to join in and may carry off the living at the end of the game. Each village would have two types of board, one with a flat top and one with a curved top, a bit like a banana. When a man died the villagers would play on the board that was not his favourite, so that his spirit would not want to join in. Traditional Awari boards are not carved out very intricately so that they can become smooth and worn by many years of play.

Instructions

For all these games you will need a mancala board with two rows of six pots and a store at each end and up to 60 playing pieces (seeds).

How to move your pieces around the board

In play it is the position of the seeds on the board that determines whether or not you can move them, not the colour of the seed. You can begin by moving any of the seeds on your side of the board, but you can’t start from your opponent's side of the board. Always pick up all the seeds in the pot you are moving from. Place one seed in each pot as you go around the board. Travel round the board to the right, ie anticlockwise.

The board is placed between the two players. Each player controls the row closest to him and the store on the right.

Basic Game
This is a single lap mancala game. You move one group of seeds at a time.
Number of Players: 2
Game Duration: 20 mins
Players Aged: 5+

To Prepare
Fill each hole with three seeds except the stores.
The Play
Take it in turns to sow the seeds around the board, including your own store but skipping your opponent's. If the last seed that you sow goes into the store you get another turn.
If the last seed you sow ends in an empty pot on your side of the board you capture that seed and all the seeds in your opponents pot opposite. Put all these seeds in your store.
The game ends when one player clears all the pots on their side of the board. All ther seeds left on the other side of the board are now theirs to count, so don't let the other player clear their side of the board!
The player with the most seeds in his store wins.

Owari
A single lap mancala game with more strategic potential.
Number of Players: 2
Game Duration: 20 mins
Players Aged: 7 +
Setting up: Four seeds are placed in each pot.

The Play
The first player picks up all the seeds from any of their pots and sows them into the next four pots. No seeds are sown into the store.
If the last seed is dropped into an opponent's pot that contains only one or two seeds (no more) the player captures these seeds and the one he has just placed in the pot and puts them in his own store.
Counting the last seed sowed, the pot contains two or three seeds, so it is capture by twos and threes.

Remember a player can only capture on the opponent's side and only if he is sowing his last seed in a pot that already holds either one seed or two. If there are three or more seeds no capture is made.

When a capture is made, the player also captures the seeds in the penultimate pot if it contains two or three seeds. If the pot before this one also contains two or three seeds the player can again make a capture. The player continues to capture in this way as long as the sequence is unbroken. The player may not capture on his own side of the board during this process.

A player is not required to make a move that results in a capture, but if he does make such a move he must take the captured seeds and put them in his store.

The number of seeds in each pot will vary dramatically as play proceeds. Enough seeds may accumulate in one pot to go round the board more than once. In this case the pot used for the beginning of the turn remains empty at the end of the turn (you skip over it).

Play

At any time, a player can count the seeds in any pot to help him plan a move. As the game draws to an end many pots will be empty.

The game can end when one side of the board is empty. If player 1's side is empty then player 2's seeds must be arranged in such a way that he cannot pass any seeds to the empty side of the board on his next move. The remaining seeds become the player 2's.

It is also possible for the last seeds to circulate with no captures possible. The players may agree to end the game and each take half of the remaining seeds or they can be disregarded.

The player with the most seeds in his store wins.

How Do You Capture In Mancala On Game Pigeon

Ayoayo
A game of instinct rather than luck, it can be difficult to anticipate the outcome of moves. A multiple lap Mancala game, one group of seeds can lead on to another.
Number of Players: 2
Game Duration: 20 mins
Players Aged: 9 +

To Prepare
Place four seeds in each hole.

The Play
This is a multiple lap mancala game. After you have sown the seeds from the first pot you pick up all the seeds in the last pot of the sowing and move those on. Keep sowing until you reach an empty hole. Place seeds in your own store as you sow around the board.

So the player 1 sows seeds around the board until she lands the last seed in an empty pot. If the empty pot is on the player 2's side the turn is over. If the empty pot is on her own side and the opposite pot is empty the turn is over. But, if the empty pot is on her own side and the pot opposite is occupied with seeds then player 2 captures all the player 1's seeds from that pot and puts them in her own store. This is the end of the turn. Players take turns sowing and capturing.

If a player starts his turn from a pot that contains enough seeds to go all the way round the board she skips over that original pot when sowing past it.

The game ends when a player cannot make a move because all her pots are empty. If player 1's side is empty then player 2's seeds must be arranged in such a way that he cannot pass any seeds to the other side of the board. The remaining seeds become the player 2's.

The player with the most seeds in her store wins.


Giuthi
This is a multiple lap mancala game with a twist, suitable for players who are familiar with the simpler games.
Game Duration: 60 mins
Round Duration: 15 mins
Players Aged: 12+
Setting up: Six seeds are placed in each hole.
Object: To capture the most seeds over several rounds, reducing the loser to four seeds or less.

The Play

Game 1: The first player takes all 6 seeds from a chosen pot, on their own side and sows these one in each pot in either direction.
If the last seed is sown in an occupied pot, the contents are picked up and sown in the opposite direction. Each time seeds are scooped from a pot the direction reverses until the last seed is sown into an empty pot. If the empty pot is on the opponents side there is no capture and the turn ends. If the empty pot is on the players side it is possible to score:
-the player captures all the seeds in the opposite pot and the last one sown in his own pot.
- but if no pieces were added to the opposite pot during the player's turn, there is no capture and the turn ends.
- if the opposite pot is empty, there is no capture and the turn ends.
If the next pot on the player’s side is also empty the seeds in the opposite pot are also captured and this is the case for all empty holes in sequence on the player’s side. This multiple capture is stopped by an occupied hole on the player’s side or an empty hole on the opponent's side.

Captured seeds are placed in the players store.

A turn cannot begin from a pot containing only one seed and if a player cannot move the turn passes to the other player. Players alternate turns until neither can make a move then each player adds remaining seeds on their side to their store.

Subsequent Games

To start the next game, the loser distributes all their seeds placing at least one seed in each pot on their side. The other player then matches this distribution.
Any remaining seeds the previous winner has are left in their store.

If the loser of the previous round has less than half his original seeds, he may shorten the board for the next round using only four pots per side instead of six. If he has less than a quarter, he may shorten it to three pots per side. Less than an eighth and he may shorten the board to two pots per side. If the previous loser regains any seeds in succeeding rounds the board must be restored to the appropriate size.

The winner of one round begins the next and it is likely that several rounds will be played before one player is reduced to four seeds or less and therefore loses.

Your system must be able to read JAVA to view the diagrams.


The Board

Go is usually played on a 19x19 grid, or board. Diagram 1 shows an empty board.
Notice the nine marked points. These points are usually referred to as the star points. They serve as reference points as well as markers on which the handicap stones are placed in handicap games.

The Stones

The pieces used are black and white lens-shaped disks, called stones.

Black starts out with 181 stones and White with 180. The total of 361 stones corresponds to the number of intersections on the standard 19x19 go board.
The stones are usually kept in wooden bowls next to the board.

How Go Is Played

At the beginning of the game, the board is empty.

One player takes the black stones, the other player the white ones.

The player with the black stones, referred to as `Black', makes the first move. The player with the white stones, referred to as `White', makes the second move. Thereafter, they alternate making their moves.


A move is made by placing a stone on an interesection.

A player can play on any unoccupied intersection he wants to.

A stone does not move after being played, unless it is captured and taken off the board.
Diagram 2 shows the beginning of a game.

Black plays the first move in the upper right corner.

White plays 2 in the lower right corner.

Black plays 3 and White plays 4.

This is a typical opening where each player has staked out a position in the two of the four corners.

Next Black approaches White 2 with 5 and White pincers 5 with 6.

Black escapes into the center with 7 and White stakes out a position in the bottom right with 8.

Next Black pincers the white stone at 6 with 9.

The Object of Go Is to Control Territory

The object of go is to control more territory than your opponent. At the end of the game, the player who controls the more territory wins the game.

We are going to show you how territory is formed in a game on a 9x9 board. Although go is usually played on a 19x19 board, it can also be played on a 9x9 board, or any size board from 5x5 up. Explaining the rules on a 9x9 board is convenient because the game is over quickly and the beginner can immediately grasp the flow of the game and how the score is counted. We also recommend that you play your first games on a 9x9 board and, when you have mastered the rules, start playing on the 19x19 board.

An Example Game

Figure 1, Black makes his first move on the 4-4 point, after which White makes his move.

How Do You Play Mancala On Game Pigeon

Thereafter, both sides continue to alternate in making their moves. With White 6, the territories of both sides are beginning to take shape.

Black has stake out the right side and White has laid claim to the left side.

Game pigeon how to delete. Once you have mapped out your territory, there are two basic strategies to choose from.

One is to expand your own territory while reducing your opponent's territory. The other is to invade the territory your opponent has mapped out.


Black 7 in Figure 2 follows the first strategy:

Black expands his territory on the lower right while

preventing White from expanding his own with a move at White `a'.

White must defend at 8 to block an incursion by Black into his territory on the left.

Next, Black reinforces his territory on the right with 9.

It is now White's turn to expand his territory.

He does this by first expanding his center

with 10 and 12 in Figure 3, then expanding his upper

left territory with 14.

Black must defend his top right territory with 15.

The points around `a' at the top and bottom must now be decided.

The moves from White 16 to Black 19 in Figure 4 are a common sequence.

The same kind of sequence is next played at the bottom

from White 20 to Black 23.

By playing these moves, White is able to expand his territory

while reducing Black's.

White 24 to White 26 in Figure 5 are the last moves of the game.

It is now possible to determine the winner.

In this case, counting the score is easy.

Black's territory here consists of all the vacant points he controls
on the right side, while White's territory consists of all the vacant point he controls on the left.

More precisely, Black's territory is all the points marked `b'

in Figure 6 and White's terriory is all the points marked `w'.

If you count these points, you will find that Black has 28 points,

while White has 27. Therefore, Black wins by one point.

This was a very simple game and some of the rules did not arise. However, playing over this game will show you what Go is about.
An important rule of Go concerns the capturing of stones. We will first show you how stones are captured, then show how this occurs in a game.

Liberties


The lone white stone in Diagram 3 has four liberties.
Namely, the four points `a' in Diagram 4. If Black can occupy all four of these points, he captures the white stone.
Suppose, for example, that Black occupies three of these liberties in Diagram 5. The white stone would be in atari and Black would be able to capture it on his next move, that is with 1 in Diagram 6.
Black would then remove the white stone from the board and put it in his prisoner pile. The result of this capture is shown in Diagram 7.

At the edge of the board a stone has only three liberties. The white stone in Diagram 8 is on the edge of the board; that is on the first line.
Its three liberties are at `a' in Diagram 9.
If Black occupies two of these liberties, as in Diagram 10, the white stone would be in atari.
Black captures this stone with 1 in Diagram 11.
The result of this capture is shown in Diagram 12.

A stone in the corner has only two liberties. The white stone in Diagram 13 is on the 1-1 point.
Its two liberties are at `a' in Diagram 14.
If Black occupies one of these points, as in Diagram 15, the white stone would be in atari.
Black captures this stone with 1 in Diagram 16.
The result is shown in Diagram 17.


It is also possible to capture two or more stones if you occupy all their liberties. In Diagram 18, there are three positions in which two white stones are in atari.
Black captures these stones with 1 in Diagram 19.
The results are shown in Diagram 20.

Any number of stones making up any kind of shape can be captured if all their liberties are occupied.


In Diagram 21, there are four different positions.


Black 1 captures twelve stones in the upper left, four stones in the lower left, three stones in the upper right and three stones in the lower right.

When you capture stones in a game, you put them in your prisoner pile.

Then, at the end of the game, these captured stones are placed inside your opponent's territory.


Let's look at a game to see how this actually works.

After Black plays 3 in Figure 7, White makes an invasion inside Black's sphere of influence with 4. White 10 ataris the black stone at 7.

This stones has only one liberty remaining at the point `a'.

If Black doesn't play his next move at `a', White will play on this point

and capture the black stone at 7.

Therefore, black connects at 11 in Figure 8,

but White ataris again at 12.

The marked stone cannot be rescued, so Black has to sacrifice it.

He plays his own atari with 13 in Figure 9. White then captures with 14 and Black ataris two white stones with 15.

That is, he threatens to capture them by playing at `a'.

With 16 in Figure 10,

White maps out the territory on the left side,

and Black expands his territory on the right side with 17 to 21.

The moves from White 22 to Black 24 are the same kind of endgame

sequence we saw in Figure 4 of the first game.

White 26 forces Black to capture two white stones with 27 .

in Figure 11.

Next, the moves at White 28 and 30 each reduce Black's territory by one point.

Black 31 ataris the two white stones at 26 and 30, so White must connect at 32 to save them.

Finally, Black 33 reduces White's territory on the left by one point. The game ends when White blocks at 34.

How Do You Play Mancala On Game Pigeon

Figure 12 show what the board looks like at the end of this game.


White has one black stone in his prisoner pile, while Black has two white stones in his.


In Figure 13, each side places his prisoners in his opponent's territory.

White places his one black prisoner (the marked black stone) inside Black's territory

and Black places his two white prisoners (the two marked white stones) inside White's territory.

It is customary to rearrange the stones a bit to make the counting of territory simple and rapid.


In Figure 14, the three marked black stones and the two marked white stones were moved.


Calculation of the size of the territories can now be made at a glance.

Black has 23 points; White has 24 points. White wins by one point.

Questions and Answers

After White 12 in Figure 8, why didn't Black try to escape with his marked stone?
Black could try to escape by playing 1 in Diagram 22,

but White would pursue him and the black stones would still

be in atari.

If Black persists with 3,he can atari the marked white stone,

but White captures three stones by taking Black's last liberty with 4.


After Black 15 in Figure 9, it might seem as if the two White stones in atari could escape by extending to `a'. Why doesn't White try this?
The reason he doesn't try to escape is because he can't, unless

Black blunders.

If White extends to 1 in Diagram 23, he increases his liberties to

three but Black pursues him with 2 and, after 4,

White is at the end of his rope:

he has no way to increase his liberties. If White plays 5,

Black ataris with 6 and captures with 8.

However, Black must not play 2 from the outside as in Diagram 24.

White would then turn at 3 and now the two marked black stones

have only two liberties,

while the white group on the right has three liberties.

White captures the two marked stones with 5 and 7.

Is Black 25 in Figure10 necessary?

It certainly is. If Black omitted this move,

White would atari the marked black stone with 1 in Diagram 25.

If Black tries to run away with 2 and 4, White pursues him with 3

and 5, forcing the black stones into the corner

where they run out of liberties.

White would then capture four black stones with 7.


These are most of the rules of go. There is one other rule: the ko rule,which prevents repetitive capture. The rule simply states:

The previous board position cannot be recreated.


If you are a beginner who wishes to learn the game of Go, we recommend that you start with the book Go: A Complete Introduction to the Game by Cho Chikun, from which this brief introduction was taken.

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